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We've drawn each level design idea on Photoshop and discussed it before it make into the game
Sonnergy's rooms are composed of tiles combined which creates prefab rooms, each one with its own level desing and dificulty rank, we feed this information to the procedural system later to adjust the room % of spawning itself based on its rank
For the VFX on Sonnergy we've followed some techniques taken from League of Legends VFX Guide, like giving the players an apropriated hitbox feedback simply by drawing range lines on each VFX
Starting off with the game pre production, we planned to make the game design to work in a modular way, we planned this concept to be the basis for all of the game's assets, from scenarios to characters, animation, and even how the programming would work.
Bandana Dee the Dream Friend
We are under attack!
A Shiny Mega Gengar 🌟 For @ManutkArt 's #ThreeColorsChallenge!
Rockin the Guitar, an Axe like Guitar I made for my Uni project
Levels' maps.
Szayel Aporro Granz - Bleach
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